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Messages - mongolian

#91
Zatikon Discussion / Re: Changling/Doppleganger
June 15, 2009, 11:14:36 PM
A-men.

Thanks for quoting me.  I loathe how exchanging or gaining AI units is the major way to beat a high level AI.  This is one of my major gripes why I suspect lack of game balance.  Almost any normal damage dealing units are pointless in AI.  This seems like terrable logic.  Damage dealing units should be the main source of how an AI could/should be being beat.  And more specifically, I don't want to talk about super powerful units like a dragon or a doppleganger.  I want to see high level AI be competitive against a force of pikeman-swordsman-footman-soldiers-knights-axeman,etc, these kind of bland units.  

In summary, Zatikon should be a winable game by normal pieces and not rely on a (A) range game or a (B) special power game.  This would be a very difficult task, but if done right, I think Zatikon could even be converted into a classical board game.
#92
Zatikon Support / Re: Game updates
June 15, 2009, 11:07:13 PM
agreed, a ticket system would be nice.  Could color code the threads for easy read to know if bug was closed.  But, there are far more pressing things to update before this..
#93
Units / Re: Top 20 of balanced units
June 12, 2009, 09:55:19 PM
I would actually love to see both posessed and dracolith weakened and then see both with lower costs. 

Possessed: Jumps 2 tiles per turn, costs $150. (special ability same)
Dracolith: Power4: Armor:0, HP: 4-6, costs $450 (special ability same) or
#94
Units / Re: New Units Ideas
June 12, 2009, 09:46:52 PM
Nice job boombastix.  If possable, try to fit everything on the same page without scrolling though.  Height max = 550 pixels :)
#95
Zatikon Support / Re: BUGS
June 12, 2009, 03:45:25 AM
Ok, this bug is low priority, and this has been happening for a while and never brought it up:

Personal chat window keeps reopening on it's own. Normally what happens is I start a personal chat with someone and then close the window.  Then, 1-5 minutes later, every once in a while, that same chat window pops up again.  My opponent didn't say anything, the window just randomly pops up again.  Apparently, this has happened to other player's too as I've asked around about it.  
#96
Zatikon Discussion / Re: Grid Reference Markers
June 12, 2009, 03:23:52 AM
Interesting idea.  But seems wierd that one side of the battle gets preference for the A1 grid.   Not that it's at all important, but it would be confusing if the grid was relative to player.  And what happens if the game ever had 4v1 mode and everyone's angle is 90 degrees???  Again, i like the idea, just thinking ahead.
#97
good idea, but only if it was automatic... I don't want to see more people sitting in the place and then having to figure out if they are really away or not?
#98
Units / Re: Shaman
June 11, 2009, 06:44:03 PM
I'm totally fine with shaman.  I'm as excited as a school girl when i get one in random, but for constructed, there are just too many more "leathal pieces".  That doesn't mean it's underpowered, it's just not unit in rock-paper-scissors of the best constructed armies.
#99
Zatikon Discussion / Re: Ranking system
June 11, 2009, 06:42:10 PM
I want to see any system that takes in consideration your opponent's skill level and rewards points accoringly. Ex:

- 2-30 pts can be won max on any game
- ex:When the best plays the worst, the best shoul be gaining in the ballpark of winning 2-3 points and risking losing 28-30 pts.(depending upon each rating)
- ex: When two players of same rating play, both players will win 15 points, and risk losing 15 points.

The above system, can also be hidden in a "level system" as seen in something simliar to Garcia's system.  That way instead of showing the player's exact rating, it would only display as a level 30 for example.
#100
Zatikon Discussion / Re: Redesigning the game shell
June 10, 2009, 10:42:47 PM
The design is 100% ©Zatikon.   Use any/all parts.  I have a layered photoshop file if you want it too.
#101
Zatikon Discussion / Re: Redesigning the game shell
June 10, 2009, 05:35:08 PM
This is obviously still a work in progress...
#102
Zatikon Discussion / Redesigning the game shell
June 10, 2009, 05:34:12 PM
I am so impressed at Zatikon's upgrades, it's really making this game a gem.  But, I feel one of the biggest areas it could improove to make the game more attactive is a better lobby (aka the main screen to connect to games).

I know this would take alot of work, but I'd love to see something similiar to the following:



Interesting things about the new GUI:
- Players can have their own icon (selected from a list of the units in game as your avatar)
- This would completely omit the need for a player list
- Everything has been made more compact
- Hopefully this is more visually obvious to see open games and who is playing who in what type of games...
#103
Units / Re: Diplomat
June 10, 2009, 12:25:40 AM
please take back what I last said about diplomat.  It's insanely powerful.  In a random game, it's devestating and way too powerful.  When my opponent gets to advance all their units up 3, then I can't do anything about it, that is called broken.

Armistice needs to state, units that used any actions will not be affected by Armistice, otherwise, diplomat's armistice needs to be revised to something else.   It's just way too powerful.  Also, A diplomat should not be able to make something immune from 6 squares away.  That is rediculous.  Range 5, maybe even 4 sounds more reasonable.
#104
Units / Re: Top 20 of balanced units
June 09, 2009, 05:24:50 PM
Arch angels and possessed are what I consider "combo units" too.  Possessed in random either means you wasted an extrme amount of points or just have an almost unkillable unit worse then a spirit.

Kran, I don't want see the warrior get another ability to make up for being the weakest $200.  This is actually the main pintacle of this discussion.  I'm fine and dandy with units being stronger at their point value.  Zatikon has for the majority of it been about range. 

Let me reiterate, Zatikon doesn't need to balance EVERY unit, it only needs to balance the few pieces that are extremely OVER or UNDER powered.  Currently, I see very few pieces that fit that agenda.
#105
Units / Re: minime's units
June 09, 2009, 01:57:21 AM
$300 seems to cheap, maybe $400. I would then modify it's production rate too perhaps.  I also kinda, like having a structure have X amount of points it can use, vs unlimited points.